Quote Originally Posted by LowIQ View Post
The direction of chain cc and instakill skills? Stuff like "3% chance of doing 100% damage" is truly the pinnacle of game design, right?

Slow combat is not necessarily a bad thing. PvP will never be perfectly balanced but at least back then it was compatible with FF14's playerbase. It was very lenient, accessible, worked well with the weird server tick shenanigans and was playable across all three modes (it wasn't only about Feast).

Also, I miss playing an actual healer in pvp.
PvP doesnt need to be balanced, unlike PvE, all that matters is the Question "can i defeat X as Class Y, and if not, does X have other Gamechanging aspects where it can make a difference?"

As long as Combat itself is more Skillbased (Player intuition and reflexes making a actual difference) than Powerbased (numbers are everything policy, like in PvE), it is going into a good direction. I would take getting stunlocked to death anytime over fighting Healergolems where the only solution is to run away if you dont have multiple People just to bring down 1 melee dps or Healer (if youre playing for example, ranged dps).

Previous Class design was a cesspool where Healers were Tanks, Ranged Dps was just Cannonfodder, Tanks were duped Dps Jobs noone took seriously and EVERYONE had disgusting self Heal tools which turned every Feast match into a Wild Goose (Healer) chase for a whole 5 Min, because hardly anyone could punish the insane amount of Healing happening all over the place.


Also allow me to remind you, that if 6.1. were just a ordinary Feast Season, PvP would be dead again by now since Top 100 Boosters would have already secured their place by now with Both Main and Alts for possible elimination of potential threats.